precision mediump float;
uniform samplerCube Texture;
uniform vec3 CameraPosition;
varying vec3 VertPositionW;
varying vec3 VertNormW;
void main()
{
	vec3 toEye = CameraPosition - VertPositionW;
	vec3 reflecDir = reflect(normalize(-toEye), normalize(VertNormW));
	gl_FragColor = textureCube(Texture, reflecDir);
	//gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}